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Initial commit of Command & Conquer Renegade source code.
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184
Code/Tools/LevelEdit/VisPointGenerator.h
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184
Code/Tools/LevelEdit/VisPointGenerator.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/VisPointGenerator.h $Modtime:: $*
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* *
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* $Revision:: 10 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __VIS_POINT_GENERATOR_H
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#define __VIS_POINT_GENERATOR_H
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#include "vector.h"
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#include "vector3.h"
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#include "grid3d.h"
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#include "matrix3d.h"
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// Forward declarations
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class RenderObjClass;
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class MeshClass;
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class NodeClass;
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//////////////////////////////////////////////////////////////////////////
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//
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// Typdefs
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//
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//////////////////////////////////////////////////////////////////////////
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class VisPointListClass : public DynamicVectorClass<Matrix3D>
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{
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public:
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VisPointListClass (void)
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: DynamicVectorClass<Matrix3D> () {}
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virtual ~VisPointListClass (void) {}
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Matrix3D transform;
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Vector3 sample_point;
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};
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class VisPointInfo
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{
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public:
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VisPointInfo (void)
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: m_DoCameraRing (true),
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m_Transform (1) { }
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virtual ~VisPointInfo (void) { }
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Matrix3D m_Transform;
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bool m_DoCameraRing;
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};
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typedef DynamicVectorClass<VisPointListClass *> VIS_POINT_LIST;
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//////////////////////////////////////////////////////////////////////////
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//
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// VisPointGeneratorClass
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//
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//////////////////////////////////////////////////////////////////////////
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class VisPointGeneratorClass
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{
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public:
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////////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////////
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VisPointGeneratorClass (float granularity = 16.0F);
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~VisPointGeneratorClass (void);
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////////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////////
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void Submit_Mesh (MeshClass &mesh);
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VIS_POINT_LIST & Peek_Point_List (void) { return m_PointList; }
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////////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////////
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int Get_Polys_Processed (void) { return m_PolygonsProcessed; }
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int Get_Total_Points (void) { return m_TotalPoints; }
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void Set_Stats_Window (HWND hwnd) { m_StatWindow = hwnd; }
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// Node methods
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NodeClass * Peek_Current_Node (void) const { return m_CurrentNode; }
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void Set_Current_Node (NodeClass *node);
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void Post_Process_Nodes (void);
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void Add_Manual_Nodes (void);
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// Bias methods
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void Set_Ignore_Bias (bool onoff) { m_IgnoreBias = onoff; }
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// Sampling height control
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void Set_Vis_Sample_Height (float height) { m_VisSampleHeight = height; }
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float Get_Vis_Sample_Height (void) { return m_VisSampleHeight; }
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private:
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////////////////////////////////////////////////////////////////////
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// Private methods
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////////////////////////////////////////////////////////////////////
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void Subdivide_And_Submit_Centers(const Vector3 & point1,const Vector3 & point2,const Vector3 & point3);
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bool Find_Valid_Points (const Vector3 &start, const Vector3 &end, const Matrix3 &orientation, bool do_camera_ring);
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bool Submit_Point (const Matrix3D &vis_transform, bool do_camera_ring);
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void Generate_Camera_Locations (const Matrix3D &camera_tm);
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void Initialize_Camera_Sim (void);
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NodeClass *Find_Floor_Node (const Vector3 &start_point);
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bool Test_Camera_Sim_Point (const Vector3 &start_point, const Vector3 &end_point, Matrix3D *transform_result, NodeClass **node_result);
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// Point validation methods
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bool Do_View_Planes_Pass (const Matrix3D &vis_transform);
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bool Check_Ceiling (const Vector3 &position, float *ceiling_dist);
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bool Is_Object_Invalid_Roof (RenderObjClass *render_obj);
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// Grid methods
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bool Is_Grid_Cell_Empty (const Vector3 &position);
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// Misc
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void Determine_Granularity (MeshClass &mesh);
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////////////////////////////////////////////////////////////////////
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// Private member data
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////////////////////////////////////////////////////////////////////
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bool m_IgnoreBias;
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float m_Granularity;
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float m_BaseGranularity;
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VIS_POINT_LIST m_PointList;
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Grid3DClass<VisPointInfo *> m_Grid;
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Vector3 m_ViewPlaneExtent;
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// Current state information
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VisPointListClass * m_CurrentPointList;
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NodeClass * m_CurrentNode;
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float m_CurrentCeilingHeight;
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// Camera simulation variables
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int m_CameraSimPointCount;
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Vector3 * m_pCameraSimOffsets;
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// For conversion from world-space to grid-space
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Matrix3D m_WorldToGridTM;
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// Statistical information
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int m_PolygonsProcessed;
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int m_TotalPoints;
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HWND m_StatWindow;
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// How high above the sector to sample
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float m_VisSampleHeight;
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};
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#endif //__VIS_POINT_GENERATOR_H
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